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+/*
+ * Copyright (C) 2010 The Android Open Source Project
+ *
+ * Licensed under the Apache License, Version 2.0 (the "License");
+ * you may not use this file except in compliance with the License.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ */
+
+package android.animation;
+
+import android.annotation.Nullable;
+import android.content.pm.ActivityInfo.Config;
+import android.content.res.ConstantState;
+
+import java.util.ArrayList;
+
+/**
+ * This is the superclass for classes which provide basic support for animations which can be
+ * started, ended, and have <code>AnimatorListeners</code> added to them.
+ */
+public abstract class Animator implements Cloneable {
+
+ /**
+ * The value used to indicate infinite duration (e.g. when Animators repeat infinitely).
+ */
+ public static final long DURATION_INFINITE = -1;
+ /**
+ * The set of listeners to be sent events through the life of an animation.
+ */
+ ArrayList<AnimatorListener> mListeners = null;
+
+ /**
+ * The set of listeners to be sent pause/resume events through the life
+ * of an animation.
+ */
+ ArrayList<AnimatorPauseListener> mPauseListeners = null;
+
+ /**
+ * Whether this animator is currently in a paused state.
+ */
+ boolean mPaused = false;
+
+ /**
+ * A set of flags which identify the type of configuration changes that can affect this
+ * Animator. Used by the Animator cache.
+ */
+ @Config int mChangingConfigurations = 0;
+
+ /**
+ * If this animator is inflated from a constant state, keep a reference to it so that
+ * ConstantState will not be garbage collected until this animator is collected
+ */
+ private AnimatorConstantState mConstantState;
+
+ /**
+ * Starts this animation. If the animation has a nonzero startDelay, the animation will start
+ * running after that delay elapses. A non-delayed animation will have its initial
+ * value(s) set immediately, followed by calls to
+ * {@link AnimatorListener#onAnimationStart(Animator)} for any listeners of this animator.
+ *
+ * <p>The animation started by calling this method will be run on the thread that called
+ * this method. This thread should have a Looper on it (a runtime exception will be thrown if
+ * this is not the case). Also, if the animation will animate
+ * properties of objects in the view hierarchy, then the calling thread should be the UI
+ * thread for that view hierarchy.</p>
+ *
+ */
+ public void start() {
+ }
+
+ /**
+ * Cancels the animation. Unlike {@link #end()}, <code>cancel()</code> causes the animation to
+ * stop in its tracks, sending an
+ * {@link android.animation.Animator.AnimatorListener#onAnimationCancel(Animator)} to
+ * its listeners, followed by an
+ * {@link android.animation.Animator.AnimatorListener#onAnimationEnd(Animator)} message.
+ *
+ * <p>This method must be called on the thread that is running the animation.</p>
+ */
+ public void cancel() {
+ }
+
+ /**
+ * Ends the animation. This causes the animation to assign the end value of the property being
+ * animated, then calling the
+ * {@link android.animation.Animator.AnimatorListener#onAnimationEnd(Animator)} method on
+ * its listeners.
+ *
+ * <p>This method must be called on the thread that is running the animation.</p>
+ */
+ public void end() {
+ }
+
+ /**
+ * Pauses a running animation. This method should only be called on the same thread on
+ * which the animation was started. If the animation has not yet been {@link
+ * #isStarted() started} or has since ended, then the call is ignored. Paused
+ * animations can be resumed by calling {@link #resume()}.
+ *
+ * @see #resume()
+ * @see #isPaused()
+ * @see AnimatorPauseListener
+ */
+ public void pause() {
+ if (isStarted() && !mPaused) {
+ mPaused = true;
+ if (mPauseListeners != null) {
+ ArrayList<AnimatorPauseListener> tmpListeners =
+ (ArrayList<AnimatorPauseListener>) mPauseListeners.clone();
+ int numListeners = tmpListeners.size();
+ for (int i = 0; i < numListeners; ++i) {
+ tmpListeners.get(i).onAnimationPause(this);
+ }
+ }
+ }
+ }
+
+ /**
+ * Resumes a paused animation, causing the animator to pick up where it left off
+ * when it was paused. This method should only be called on the same thread on
+ * which the animation was started. Calls to resume() on an animator that is
+ * not currently paused will be ignored.
+ *
+ * @see #pause()
+ * @see #isPaused()
+ * @see AnimatorPauseListener
+ */
+ public void resume() {
+ if (mPaused) {
+ mPaused = false;
+ if (mPauseListeners != null) {
+ ArrayList<AnimatorPauseListener> tmpListeners =
+ (ArrayList<AnimatorPauseListener>) mPauseListeners.clone();
+ int numListeners = tmpListeners.size();
+ for (int i = 0; i < numListeners; ++i) {
+ tmpListeners.get(i).onAnimationResume(this);
+ }
+ }
+ }
+ }
+
+ /**
+ * Returns whether this animator is currently in a paused state.
+ *
+ * @return True if the animator is currently paused, false otherwise.
+ *
+ * @see #pause()
+ * @see #resume()
+ */
+ public boolean isPaused() {
+ return mPaused;
+ }
+
+ /**
+ * The amount of time, in milliseconds, to delay processing the animation
+ * after {@link #start()} is called.
+ *
+ * @return the number of milliseconds to delay running the animation
+ */
+ public abstract long getStartDelay();
+
+ /**
+ * The amount of time, in milliseconds, to delay processing the animation
+ * after {@link #start()} is called.
+
+ * @param startDelay The amount of the delay, in milliseconds
+ */
+ public abstract void setStartDelay(long startDelay);
+
+ /**
+ * Sets the duration of the animation.
+ *
+ * @param duration The length of the animation, in milliseconds.
+ */
+ public abstract Animator setDuration(long duration);
+
+ /**
+ * Gets the duration of the animation.
+ *
+ * @return The length of the animation, in milliseconds.
+ */
+ public abstract long getDuration();
+
+ /**
+ * Gets the total duration of the animation, accounting for animation sequences, start delay,
+ * and repeating. Return {@link #DURATION_INFINITE} if the duration is infinite.
+ *
+ * @return Total time an animation takes to finish, starting from the time {@link #start()}
+ * is called. {@link #DURATION_INFINITE} will be returned if the animation or any
+ * child animation repeats infinite times.
+ */
+ public long getTotalDuration() {
+ long duration = getDuration();
+ if (duration == DURATION_INFINITE) {
+ return DURATION_INFINITE;
+ } else {
+ return getStartDelay() + duration;
+ }
+ }
+
+ /**
+ * The time interpolator used in calculating the elapsed fraction of the
+ * animation. The interpolator determines whether the animation runs with
+ * linear or non-linear motion, such as acceleration and deceleration. The
+ * default value is {@link android.view.animation.AccelerateDecelerateInterpolator}.
+ *
+ * @param value the interpolator to be used by this animation
+ */
+ public abstract void setInterpolator(TimeInterpolator value);
+
+ /**
+ * Returns the timing interpolator that this animation uses.
+ *
+ * @return The timing interpolator for this animation.
+ */
+ public TimeInterpolator getInterpolator() {
+ return null;
+ }
+
+ /**
+ * Returns whether this Animator is currently running (having been started and gone past any
+ * initial startDelay period and not yet ended).
+ *
+ * @return Whether the Animator is running.
+ */
+ public abstract boolean isRunning();
+
+ /**
+ * Returns whether this Animator has been started and not yet ended. For reusable
+ * Animators (which most Animators are, apart from the one-shot animator produced by
+ * {@link android.view.ViewAnimationUtils#createCircularReveal(
+ * android.view.View, int, int, float, float) createCircularReveal()}),
+ * this state is a superset of {@link #isRunning()}, because an Animator with a
+ * nonzero {@link #getStartDelay() startDelay} will return true for {@link #isStarted()} during
+ * the delay phase, whereas {@link #isRunning()} will return true only after the delay phase
+ * is complete. Non-reusable animators will always return true after they have been
+ * started, because they cannot return to a non-started state.
+ *
+ * @return Whether the Animator has been started and not yet ended.
+ */
+ public boolean isStarted() {
+ // Default method returns value for isRunning(). Subclasses should override to return a
+ // real value.
+ return isRunning();
+ }
+
+ /**
+ * Adds a listener to the set of listeners that are sent events through the life of an
+ * animation, such as start, repeat, and end.
+ *
+ * @param listener the listener to be added to the current set of listeners for this animation.
+ */
+ public void addListener(AnimatorListener listener) {
+ if (mListeners == null) {
+ mListeners = new ArrayList<AnimatorListener>();
+ }
+ mListeners.add(listener);
+ }
+
+ /**
+ * Removes a listener from the set listening to this animation.
+ *
+ * @param listener the listener to be removed from the current set of listeners for this
+ * animation.
+ */
+ public void removeListener(AnimatorListener listener) {
+ if (mListeners == null) {
+ return;
+ }
+ mListeners.remove(listener);
+ if (mListeners.size() == 0) {
+ mListeners = null;
+ }
+ }
+
+ /**
+ * Gets the set of {@link android.animation.Animator.AnimatorListener} objects that are currently
+ * listening for events on this <code>Animator</code> object.
+ *
+ * @return ArrayList<AnimatorListener> The set of listeners.
+ */
+ public ArrayList<AnimatorListener> getListeners() {
+ return mListeners;
+ }
+
+ /**
+ * Adds a pause listener to this animator.
+ *
+ * @param listener the listener to be added to the current set of pause listeners
+ * for this animation.
+ */
+ public void addPauseListener(AnimatorPauseListener listener) {
+ if (mPauseListeners == null) {
+ mPauseListeners = new ArrayList<AnimatorPauseListener>();
+ }
+ mPauseListeners.add(listener);
+ }
+
+ /**
+ * Removes a pause listener from the set listening to this animation.
+ *
+ * @param listener the listener to be removed from the current set of pause
+ * listeners for this animation.
+ */
+ public void removePauseListener(AnimatorPauseListener listener) {
+ if (mPauseListeners == null) {
+ return;
+ }
+ mPauseListeners.remove(listener);
+ if (mPauseListeners.size() == 0) {
+ mPauseListeners = null;
+ }
+ }
+
+ /**
+ * Removes all {@link #addListener(android.animation.Animator.AnimatorListener) listeners}
+ * and {@link #addPauseListener(android.animation.Animator.AnimatorPauseListener)
+ * pauseListeners} from this object.
+ */
+ public void removeAllListeners() {
+ if (mListeners != null) {
+ mListeners.clear();
+ mListeners = null;
+ }
+ if (mPauseListeners != null) {
+ mPauseListeners.clear();
+ mPauseListeners = null;
+ }
+ }
+
+ /**
+ * Return a mask of the configuration parameters for which this animator may change, requiring
+ * that it should be re-created from Resources. The default implementation returns whatever
+ * value was provided through setChangingConfigurations(int) or 0 by default.
+ *
+ * @return Returns a mask of the changing configuration parameters, as defined by
+ * {@link android.content.pm.ActivityInfo}.
+ * @see android.content.pm.ActivityInfo
+ * @hide
+ */
+ public @Config int getChangingConfigurations() {
+ return mChangingConfigurations;
+ }
+
+ /**
+ * Set a mask of the configuration parameters for which this animator may change, requiring
+ * that it be re-created from resource.
+ *
+ * @param configs A mask of the changing configuration parameters, as
+ * defined by {@link android.content.pm.ActivityInfo}.
+ *
+ * @see android.content.pm.ActivityInfo
+ * @hide
+ */
+ public void setChangingConfigurations(@Config int configs) {
+ mChangingConfigurations = configs;
+ }
+
+ /**
+ * Sets the changing configurations value to the union of the current changing configurations
+ * and the provided configs.
+ * This method is called while loading the animator.
+ * @hide
+ */
+ public void appendChangingConfigurations(@Config int configs) {
+ mChangingConfigurations |= configs;
+ }
+
+ /**
+ * Return a {@link android.content.res.ConstantState} instance that holds the shared state of
+ * this Animator.
+ * <p>
+ * This constant state is used to create new instances of this animator when needed, instead
+ * of re-loading it from resources. Default implementation creates a new
+ * {@link AnimatorConstantState}. You can override this method to provide your custom logic or
+ * return null if you don't want this animator to be cached.
+ *
+ * @return The ConfigurationBoundResourceCache.BaseConstantState associated to this Animator.
+ * @see android.content.res.ConstantState
+ * @see #clone()
+ * @hide
+ */
+ public ConstantState<Animator> createConstantState() {
+ return new AnimatorConstantState(this);
+ }
+
+ @Override
+ public Animator clone() {
+ try {
+ final Animator anim = (Animator) super.clone();
+ if (mListeners != null) {
+ anim.mListeners = new ArrayList<AnimatorListener>(mListeners);
+ }
+ if (mPauseListeners != null) {
+ anim.mPauseListeners = new ArrayList<AnimatorPauseListener>(mPauseListeners);
+ }
+ return anim;
+ } catch (CloneNotSupportedException e) {
+ throw new AssertionError();
+ }
+ }
+
+ /**
+ * This method tells the object to use appropriate information to extract
+ * starting values for the animation. For example, a AnimatorSet object will pass
+ * this call to its child objects to tell them to set up the values. A
+ * ObjectAnimator object will use the information it has about its target object
+ * and PropertyValuesHolder objects to get the start values for its properties.
+ * A ValueAnimator object will ignore the request since it does not have enough
+ * information (such as a target object) to gather these values.
+ */
+ public void setupStartValues() {
+ }
+
+ /**
+ * This method tells the object to use appropriate information to extract
+ * ending values for the animation. For example, a AnimatorSet object will pass
+ * this call to its child objects to tell them to set up the values. A
+ * ObjectAnimator object will use the information it has about its target object
+ * and PropertyValuesHolder objects to get the start values for its properties.
+ * A ValueAnimator object will ignore the request since it does not have enough
+ * information (such as a target object) to gather these values.
+ */
+ public void setupEndValues() {
+ }
+
+ /**
+ * Sets the target object whose property will be animated by this animation. Not all subclasses
+ * operate on target objects (for example, {@link ValueAnimator}, but this method
+ * is on the superclass for the convenience of dealing generically with those subclasses
+ * that do handle targets.
+ * <p>
+ * <strong>Note:</strong> The target is stored as a weak reference internally to avoid leaking
+ * resources by having animators directly reference old targets. Therefore, you should
+ * ensure that animator targets always have a hard reference elsewhere.
+ *
+ * @param target The object being animated
+ */
+ public void setTarget(@Nullable Object target) {
+ }
+
+ // Hide reverse() and canReverse() for now since reverse() only work for simple
+ // cases, like we don't support sequential, neither startDelay.
+ // TODO: make reverse() works for all the Animators.
+ /**
+ * @hide
+ */
+ public boolean canReverse() {
+ return false;
+ }
+
+ /**
+ * @hide
+ */
+ public void reverse() {
+ throw new IllegalStateException("Reverse is not supported");
+ }
+
+ // Pulse an animation frame into the animation.
+ boolean pulseAnimationFrame(long frameTime) {
+ // TODO: Need to find a better signal than this. There's a bug in SystemUI that's preventing
+ // returning !isStarted() from working.
+ return false;
+ }
+
+ /**
+ * Internal use only.
+ * This call starts the animation in regular or reverse direction without requiring them to
+ * register frame callbacks. The caller will be responsible for all the subsequent animation
+ * pulses. Specifically, the caller needs to call doAnimationFrame(...) for the animation on
+ * every frame.
+ *
+ * @param inReverse whether the animation should play in reverse direction
+ */
+ void startWithoutPulsing(boolean inReverse) {
+ if (inReverse) {
+ reverse();
+ } else {
+ start();
+ }
+ }
+
+ /**
+ * Internal use only.
+ * Skips the animation value to end/start, depending on whether the play direction is forward
+ * or backward.
+ *
+ * @param inReverse whether the end value is based on a reverse direction. If yes, this is
+ * equivalent to skip to start value in a forward playing direction.
+ */
+ void skipToEndValue(boolean inReverse) {}
+
+
+ /**
+ * Internal use only.
+ *
+ * Returns whether the animation has start/end values setup. For most of the animations, this
+ * should always be true. For ObjectAnimators, the start values are setup in the initialization
+ * of the animation.
+ */
+ boolean isInitialized() {
+ return true;
+ }
+
+ /**
+ * Internal use only.
+ */
+ void animateBasedOnPlayTime(long currentPlayTime, long lastPlayTime, boolean inReverse) {}
+
+ /**
+ * <p>An animation listener receives notifications from an animation.
+ * Notifications indicate animation related events, such as the end or the
+ * repetition of the animation.</p>
+ */
+ public static interface AnimatorListener {
+
+ /**
+ * <p>Notifies the start of the animation as well as the animation's overall play direction.
+ * This method's default behavior is to call {@link #onAnimationStart(Animator)}. This
+ * method can be overridden, though not required, to get the additional play direction info
+ * when an animation starts. Skipping calling super when overriding this method results in
+ * {@link #onAnimationStart(Animator)} not getting called.
+ *
+ * @param animation The started animation.
+ * @param isReverse Whether the animation is playing in reverse.
+ */
+ default void onAnimationStart(Animator animation, boolean isReverse) {
+ onAnimationStart(animation);
+ }
+
+ /**
+ * <p>Notifies the end of the animation. This callback is not invoked
+ * for animations with repeat count set to INFINITE.</p>
+ *
+ * <p>This method's default behavior is to call {@link #onAnimationEnd(Animator)}. This
+ * method can be overridden, though not required, to get the additional play direction info
+ * when an animation ends. Skipping calling super when overriding this method results in
+ * {@link #onAnimationEnd(Animator)} not getting called.
+ *
+ * @param animation The animation which reached its end.
+ * @param isReverse Whether the animation is playing in reverse.
+ */
+ default void onAnimationEnd(Animator animation, boolean isReverse) {
+ onAnimationEnd(animation);
+ }
+
+ /**
+ * <p>Notifies the start of the animation.</p>
+ *
+ * @param animation The started animation.
+ */
+ void onAnimationStart(Animator animation);
+
+ /**
+ * <p>Notifies the end of the animation. This callback is not invoked
+ * for animations with repeat count set to INFINITE.</p>
+ *
+ * @param animation The animation which reached its end.
+ */
+ void onAnimationEnd(Animator animation);
+
+ /**
+ * <p>Notifies the cancellation of the animation. This callback is not invoked
+ * for animations with repeat count set to INFINITE.</p>
+ *
+ * @param animation The animation which was canceled.
+ */
+ void onAnimationCancel(Animator animation);
+
+ /**
+ * <p>Notifies the repetition of the animation.</p>
+ *
+ * @param animation The animation which was repeated.
+ */
+ void onAnimationRepeat(Animator animation);
+ }
+
+ /**
+ * A pause listener receives notifications from an animation when the
+ * animation is {@link #pause() paused} or {@link #resume() resumed}.
+ *
+ * @see #addPauseListener(AnimatorPauseListener)
+ */
+ public static interface AnimatorPauseListener {
+ /**
+ * <p>Notifies that the animation was paused.</p>
+ *
+ * @param animation The animaton being paused.
+ * @see #pause()
+ */
+ void onAnimationPause(Animator animation);
+
+ /**
+ * <p>Notifies that the animation was resumed, after being
+ * previously paused.</p>
+ *
+ * @param animation The animation being resumed.
+ * @see #resume()
+ */
+ void onAnimationResume(Animator animation);
+ }
+
+ /**
+ * <p>Whether or not the Animator is allowed to run asynchronously off of
+ * the UI thread. This is a hint that informs the Animator that it is
+ * OK to run the animation off-thread, however the Animator may decide
+ * that it must run the animation on the UI thread anyway.
+ *
+ * <p>Regardless of whether or not the animation runs asynchronously, all
+ * listener callbacks will be called on the UI thread.</p>
+ *
+ * <p>To be able to use this hint the following must be true:</p>
+ * <ol>
+ * <li>The animator is immutable while {@link #isStarted()} is true. Requests
+ * to change duration, delay, etc... may be ignored.</li>
+ * <li>Lifecycle callback events may be asynchronous. Events such as
+ * {@link Animator.AnimatorListener#onAnimationEnd(Animator)} or
+ * {@link Animator.AnimatorListener#onAnimationRepeat(Animator)} may end up delayed
+ * as they must be posted back to the UI thread, and any actions performed
+ * by those callbacks (such as starting new animations) will not happen
+ * in the same frame.</li>
+ * <li>State change requests ({@link #cancel()}, {@link #end()}, {@link #reverse()}, etc...)
+ * may be asynchronous. It is guaranteed that all state changes that are
+ * performed on the UI thread in the same frame will be applied as a single
+ * atomic update, however that frame may be the current frame,
+ * the next frame, or some future frame. This will also impact the observed
+ * state of the Animator. For example, {@link #isStarted()} may still return true
+ * after a call to {@link #end()}. Using the lifecycle callbacks is preferred over
+ * queries to {@link #isStarted()}, {@link #isRunning()}, and {@link #isPaused()}
+ * for this reason.</li>
+ * </ol>
+ * @hide
+ */
+ public void setAllowRunningAsynchronously(boolean mayRunAsync) {
+ // It is up to subclasses to support this, if they can.
+ }
+
+ /**
+ * Creates a {@link ConstantState} which holds changing configurations information associated
+ * with the given Animator.
+ * <p>
+ * When {@link #newInstance()} is called, default implementation clones the Animator.
+ */
+ private static class AnimatorConstantState extends ConstantState<Animator> {
+
+ final Animator mAnimator;
+ @Config int mChangingConf;
+
+ public AnimatorConstantState(Animator animator) {
+ mAnimator = animator;
+ // ensure a reference back to here so that constante state is not gc'ed.
+ mAnimator.mConstantState = this;
+ mChangingConf = mAnimator.getChangingConfigurations();
+ }
+
+ @Override
+ public @Config int getChangingConfigurations() {
+ return mChangingConf;
+ }
+
+ @Override
+ public Animator newInstance() {
+ final Animator clone = mAnimator.clone();
+ clone.mConstantState = this;
+ return clone;
+ }
+ }
+}